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-->

<!-- author: Jamie Madill (jmadill at chromium) -->

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Struct Scope Test</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/>
<script src="../../../resources/js-test-pre.js"></script>
<script src="../../resources/webgl-test-utils.js"></script>
<script src="../../resources/glsl-conformance-test.js"></script>
</head>

<body>
<div id="description"></div>
<div id="console"></div>

<script id="shader-vs-1" type="x-shader/x-vertex">
void main(void) {

  gl_Position = vec4(0.0, 0.0, 0.0, 1.0);

  {
    struct T {
      int v1;
    };

    T x;
    gl_Position.x += float(x.v1);
  }

  {
    struct T {
      float v2;
    };

    T x;
    gl_Position.x += x.v2;
  }

}
</script>

<script id="shader-vs-2" type="x-shader/x-vertex">
void main(void) {

  gl_Position = vec4(0.0, 0.0, 0.0, 1.0);

  struct T {
    int v1;
  };

  T x;
  gl_Position.x += float(x.v1);

  {
    struct T {
      float v2;
    };

    T x;
    gl_Position.x += x.v2;
  }

}
</script>

<script id="shader-vs-3" type="x-shader/x-vertex">
void main(void) {

  gl_Position = vec4(0.0, 0.0, 0.0, 1.0);

  {
    struct T {
      int v1;
    };

    T x;
    gl_Position.x += float(x.v1);
  }

  struct T {
    float v2;
  };

  T x;
  gl_Position.x += x.v2;
}
</script>

<script id="shader-vs-bad" type="x-shader/x-vertex">
void main(void) {

  gl_Position = vec4(0.0, 0.0, 0.0, 1.0);

  struct T {
    int v1;
  };

  T x;
  gl_Position.x += float(x.v1);

  struct T {
    float v2;
  };

  T y;
  gl_Position.x += y.v2;
}
</script>

<script id="shader-vs-anglebug" type="x-shader/x-vertex">

struct T_0 {
  int v1;
};

void main(void) {

  gl_Position = vec4(0.0, 0.0, 0.0, 1.0);

  struct T {
    float v2;
  };

  T_0 x;
  gl_Position.x += float(x.v1);

  T y;
  gl_Position.x += y.v2;
}
</script>

<script id="shader-vs-masked-struct-variable" type="x-shader/x-vertex">

struct T {
  float f;
};

void main(void) {

  T a;

  gl_Position = vec4(0.0, 0.0, 0.0, 1.0);

  struct T {
    float q;
  };

  gl_Position.x += a.f;

  T b;
  gl_Position.x += b.q;
}
</script>

<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
void main(void) {
  gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>

<script>
"use strict";
description("Testing struct definition scope");

var wtu = WebGLTestUtils;
GLSLConformanceTester.runTests([
  {
    vShaderId: "shader-vs-1",
    vShaderSuccess: true,
    fShaderId: "shader-fs",
    fShaderSuccess: true,
    linkSuccess: true,
    passMsg: "Two structs defined within non-overlapping scopes should be able to use the same name",
  },
  {
    vShaderId: "shader-vs-2",
    vShaderSuccess: true,
    fShaderId: "shader-fs",
    fShaderSuccess: true,
    linkSuccess: true,
    passMsg: "A struct defined inside a scope overrides a struct defined in a outer scope with the same name",
  },
  {
    vShaderId: "shader-vs-3",
    vShaderSuccess: true,
    fShaderId: "shader-fs",
    fShaderSuccess: true,
    linkSuccess: true,
    passMsg: "A struct can use the same name of another out-of-scope struct",
  },
  {
    vShaderId: "shader-vs-bad",
    vShaderSuccess: false,
    fShaderId: "shader-fs",
    fShaderSuccess: true,
    linkSuccess: false,
    passMsg: "A struct can't be defined with the same name as another struct defined in the same scope",
  },
  {
    vShaderId: "shader-vs-anglebug",
    vShaderSuccess: true,
    fShaderId: "shader-fs",
    fShaderSuccess: true,
    linkSuccess: true,
    passMsg: "Structs with appended underscored numbers don't cause link errors (ANGLE bug)",
  },
  {
    vShaderId: "shader-vs-masked-struct-variable",
    vShaderSuccess: true,
    fShaderId: "shader-fs",
    fShaderSuccess: true,
    linkSuccess: true,
    passMsg: "Variables of masked outer scope struct work with inner scope struct",
  },
]);

debug("");
var successfullyParsed = true;
</script>
</body>
</html>
